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19 Nov 2024 17:33:01 EST (-0500)
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From: Steve Shelby
Subject: Head with skin texture
Date: 9 Mar 2004 08:47:10
Message: <404dcade@news.povray.org>
I spent the last week working on skin texture for my head model. I used UV
mapping and a layered texture, put together in Moray's material editor. Any
suggestions for improvement would be appreciated.
Steve Shelby

   texture
   {
      pigment
      {
         image_map
         {
            jpeg   "C:\Documents and Settings\Administrator\My
Documents\3D\UVhead1a.jpg"
         }
      }
      finish
      {
         ambient 0.6
         diffuse 0.4
         phong 0.3
         phong_size 2.6
         specular 0.1
      }
   }
   texture
   {
      pigment
      {
         color rgbf <1.0, 0.82, 0.6, 0.25>
      }
      normal
      {
         crackle form <-1.0, 1.0, 0.0>
         turbulence 2.0
         phase 0.01
         sine_wave
         scale  0.004
      }
      finish
      {
         ambient 0.01
         phong 0.1
         phong_size 60.0
         specular 0.1
      }


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Attachments:
Download 'head04a.jpg' (35 KB)

Preview of image 'head04a.jpg'
head04a.jpg


 

From: Felbrigg
Subject: Re: Head with skin texture
Date: 9 Mar 2004 10:06:02
Message: <404ddd5a@news.povray.org>
Gettin better everytime I see it!


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From: Rafal 'Raf256' Maj
Subject: Re: Head with skin texture
Date: 9 Mar 2004 10:22:59
Message: <Xns94A7A6A6C5A83raf256com@203.29.75.35>
ssh### [at] rexnetnet news:404dcade@news.povray.org

> "C:\Documents and Settings\Administrator\My
> Documents\3D\UVhead1a.jpg"

Oh my god - how lame ;o)

But otherwise - image is greate! :)


-- 
http://www.raf256.com/3d/
Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
Computer Graphics


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From: Felbrigg
Subject: Re: Head with skin texture
Date: 9 Mar 2004 10:23:19
Message: <404de167@news.povray.org>
Thanks for Posting the texture!


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From: Jim Charter
Subject: Re: Head with skin texture
Date: 9 Mar 2004 13:12:12
Message: <404e08fc@news.povray.org>
Steve Shelby wrote:

> I spent the last week working on skin texture for my head model. I used UV
> mapping and a layered texture, put together in Moray's material editor. Any
> suggestions for improvement would be appreciated.
> Steve Shelby
> 
>    texture
>    {
>       pigment
>       {
>          image_map
>          {
>             jpeg   "C:\Documents and Settings\Administrator\My
> Documents\3D\UVhead1a.jpg"
>          }
>       }
>       finish
>       {
>          ambient 0.6
>          diffuse 0.4
>          phong 0.3
>          phong_size 2.6
>          specular 0.1
>       }
>    }
>    texture
>    {
>       pigment
>       {
>          color rgbf <1.0, 0.82, 0.6, 0.25>
>       }
>       normal
>       {
>          crackle form <-1.0, 1.0, 0.0>
>          turbulence 2.0
>          phase 0.01
>          sine_wave
>          scale  0.004
>       }
>       finish
>       {
>          ambient 0.01
>          phong 0.1
>          phong_size 60.0
>          specular 0.1
>       }
> 
> 
> 
> 
Okay I'm shooting from the hip: The more expert will correct me if I am
wrong I hope.

First, I think the finish you are getting is only the last one
specified. ( So right now you are getting nothing from the layering
except some sort of self-documenting code-construction niceness. )

Using a procedural texture to generate the image map and then applying
that with uvmapping is a good way to go.  I have seen it used before as
an automated way to establish a base pigment.  ( And you have used it
well to get a chroma effect, ie. playing warm vs cool such as red vs
green to produce a vibrant skin like tone. Excellent! )  Now you need to
add a lot of vagary with hand drawn spots, veins, lip color, etc. 
Again, in most graphics editors you can maintain these additions on 
separate layers,
and only let them merge in a saved off copy.  You may find as you make
your pigment more complex, that you may find a thinner base texture
works better. Not sure.  I am experimenting with all this myself.

To take the normal effect further you can add uvmapped bump_maps but
these are 'layered' via the 'average' pattern.

Similarly you can attempt to layer in bit_mapped variations on one of
the finish components: diffuse, specular, or reflection.  To do that, I
believe, you would compose textures that are identical except for the
component in question, and then mix them with the image_pattern.  So far
I am not sure how to break out all three separately, you could only
average them I think.


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From: Dan P
Subject: Re: Head with skin texture
Date: 9 Mar 2004 19:51:31
Message: <404e6693@news.povray.org>
"Steve Shelby" <ssh### [at] rexnetnet> wrote in message
news:404dcade@news.povray.org...
> I spent the last week working on skin texture for my head model. I used UV
> mapping and a layered texture, put together in Moray's material editor.
Any
> suggestions for improvement would be appreciated.
> Steve Shelby

I think someone is going to get a job offer from Curious Labs :-)


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From: Jim Charter
Subject: Re: Head with skin texture
Date: 11 Mar 2004 02:34:05
Message: <4050166d$1@news.povray.org>
Finally found time to chase this down.
This tutorial I found to be the most dramatic
example of using handpainted colour on a pigment map.
http://www.3dm-mc.com/tutorials/maya/texturing/


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From: Steve Shelby
Subject: Re: Head with skin texture
Date: 11 Mar 2004 08:34:47
Message: <40506af7$1@news.povray.org>
"Jim Charter" <jrc### [at] msncom> wrote in message
news:404e08fc@news.povray.org...
> First, I think the finish you are getting is only the last one
> specified. ( So right now you are getting nothing from the layering
> except some sort of self-documenting code-construction niceness.

Not true. Changes made in finish attributes on the under layer definitely
show through. I just tried it again to be sure.

> Again, in most graphics editors you can maintain these additions on
> separate layers,
> and only let them merge in a saved off copy.

I did that .

> To take the normal effect further you can add uvmapped bump_maps but
> these are 'layered' via the 'average' pattern.

I tried puting a normal noise pattern on the under layer, but when I used
transformation to scale it it scaled the entire UV map. Now I'm thinking I
put the transformation in the wrong place. I'll have to try it again.
Thank you for your comments and suggestions.
Steve Shelby


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From: Jim Charter
Subject: Re: Head with skin texture
Date: 11 Mar 2004 08:43:55
Message: <40506d1b$1@news.povray.org>
I downloaded Moray and gave it a spin.  Definitely some nice features 
there.  I couldn't believe you had to do a screen shot to gget a copy of 
the uv template.  But I found no other solution either.  Shame, because 
the uvmapping feature is very nice.  I will tune into the moray ng's but 
I still find it hard to believe you must do a screen shot.  Presumably 
this has to do with where the design is headed?


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From: Steve Shelby
Subject: Re: Head with skin texture
Date: 11 Mar 2004 11:48:45
Message: <4050986d@news.povray.org>
There is a plugin for Moray called UV Map Export, see
http://www.stmuc.com/moray/meplugin.html , which is supposed to let you
export a UV map as a .bmp file. I tried puting it into the program, but it
must be buggy, because it made Moray crash the moment I tried to open the
mesh file.
Steve Shelby

"Jim Charter" <jrc### [at] msncom> wrote in message
news:40506d1b$1@news.povray.org...
> I downloaded Moray and gave it a spin.  Definitely some nice features
> there.  I couldn't believe you had to do a screen shot to gget a copy of
> the uv template.  But I found no other solution either.  Shame, because
> the uvmapping feature is very nice.  I will tune into the moray ng's but
> I still find it hard to believe you must do a screen shot.  Presumably
> this has to do with where the design is headed?


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